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Post by chris on May 24, 2010 20:39:48 GMT -7
Well, I have been pretty bored with the rule set and warhammer in general for a few years now. But looking at the rumors for the new rules, i have to say i am excited again. www.warseer.com/forums/showpost.php?p=4565976&postcount=1My favorite change is the magic, no more go big or go home. Still get some benefit of having wizards, you can choose your spells. Every spell being unique and only take-able by one wizard in the army is a nice touch. Another rule i think i will learn to like is the always able to measure bit, because it evens the field a bit as some are better able to guess distances then others. The charging rules are going to take a bit of getting used to though. very random. True, some solders can charge further one day then another so it makes sense in that regard. On the other hand, it does take a bit of the chess strategy of the game out. I am on the fence about this one. The fact that they are doing a Errata of every army when 8th edition is hitting shelves is the biggest thing though. If they can show a true interest in the rules and players again, i can actually stomach paying retail for models again. So whats everyone else's thoughts on these rumors?
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Post by mcmurraymaniac on May 26, 2010 11:45:14 GMT -7
I really don't like the random charge idea and true line of sight, but everything else seems fine.
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Post by bobbarnetson on May 26, 2010 16:37:26 GMT -7
Random charge makes the game less deterministic in that not everything goes perfectly--injecting a bit of luck the careful rule list work and huge piles of dice tend to take out of the game. Maybe it will fun!
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Post by chris on May 27, 2010 16:51:36 GMT -7
on the face of things, i do not like the random charge thing, but i do not have the full set of rules infront of me, so i am thinking it may make more sense as a whole. Either way, i am willing to give GW props for being bold and rewriting the entire rule set from the ground up. or so it seems.
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Post by brando on May 29, 2010 11:41:40 GMT -7
Random charges, IMHO, only adds further to the luck factor of a game already pretty heavily dependant on luck (not to such an extent as 40k, but, come on, a newb can still beat a vet based purely on luck in fantasy).
As of right now, I don't appreciate that change...haven't looked to deeply into the other changes, but as a whole, should be interesting!
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Post by shlick on May 30, 2010 6:05:16 GMT -7
AS for CC, I have heard that it does not matter how many front line troops are removed, the 2nd / 3rd ranks move up and fight as well. Also that two ranks will be able to fight? All combat will be based on a roll off to see who goes first, some what like LOTR. We will be able to have a look see around the 2nd week of June at Kingsway GW. Magic will be before movement so I'm told, not confirmed. What mostly I'm looking forward to, percentage of troops. When I started GW tournaments many years ago, games were based as follows Core 40% Characters 30% Specials 25% Rare 10% and magic 10%. I think this will improve the min max mix we see today and hopefully get away from hero hammer.
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Post by chris on May 30, 2010 8:39:54 GMT -7
Order for movment magic shoot combat is the same, confirmed
Charging gives you +1 CR but order of attacks are strictly initiative. Units fight in 2 ranks and can always fight as long as you have models behind them if they die, so the charge is not nearly as important as it once was, i am willing to give the random charge a try.
back in the day i loved the percentages (god i am getting old) so to return to that is a breath of fresh air i think. I also like that they are putting restrictions on how many specials and rare units you can have. I think for 2k points is 3 special max of one type, and 2 rares of one type, so you can still take 5 rares, just not 5 volley guns sort of thing.
I dont agree about the luck thing, this is still a game of strategy from what i can see of the new rules, its just going to change your current strats. Luck does play a part, but rarely do i loose a game or win a game on a dice roll.
New charge ranges look like they are going to be an average of 10 inches for foot, just work that into your calculations. and you only go your base movement if you fail a charge, so your opponent still has to roll half decent to counter charge you if you fail.
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